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The art is pretty decent, the wolf could use some clean up. Which means, fix some lines that's a lot thicker than other, add lines where there is missing and over all, parts that looks too messy and doesn't fit the style. That's all I can say about the art. One thing I noticed though when I took it apart, is that you use one layer for lines and one layer for color, which means that you most likely manually fill in the parts, that's actually a waste of time. all you need is a single layer and close up the black lines so that there is no gaps, if there is supposed to be a gap then close that with the color that you're going to use as fill. Then just use the paint bucket and it fills in everything nicely in a click. It is not like when you're working with pixels and you get a white ugly line around the fill.

The other part that is not so decent is the animations.They would be good if it weren't for 3 things because you don't have body parts sliding around on the body when they move or on the ground when they are standing on it. Well, there is few problems here and there such as the first animation where the leg slides around on the body as it moves, and the doggy style animation where it looks a bit floaty because his feet is not planted on the ground. It is absolutely not as bad as many things that I have seen though, so it is just something to keep on mind when animating. You also got the concept of faster in, slower out, though I think you could make the out a bit slower.

The first thing isn't that good is that in half of the animations, there's a couple of body parts that moves, the rest is just in one place. A good thing to do to make an animation interesting is to make all the body parts move, but not in the same time. You want some body parts to rest while other takes over, it gives the animation more life. The ones where only one body part is moving would be alright if it wasn't the head that was completely still. It forces the body to move in a circle around the head which doesn't look that great. You want to have his head shake around, showing that he is putting force in to his thrusts.

The next thing is that the speed of the animations doesn't change that much, they are all relativity fast. If you start out slow and not so deep then that gives strength to the faster and more extreme animations. It gives better phase and progression through out the animations.

The last thing is that the animations isn't smooth at all. I'm not talking about the frame rate because it is 24 which is fine. What I'm talking about is that there's only hard stops, things doesn't accelerate or slow down. It just goes back and fourth, back and fourth, which is not that interesting to look at. If you make things accelerate, slow down and combine that with hard stops when it makes sense then that will look better. If you work on these three things, then you will have a really great animation.

Thanks for the crits. The animation is unfinished currently, but I've been reticent to go back and fix things until I get more content in. I figure I can always polish later.

Also, I actually do color on the same layer using fill, then move it one layer down for shading/highlights. It helps to have the color on a different layer from the outline because eventually I'm intending to have varying skin/hair/fur colors.

I'll keep the notion of easing in and out of animations in mind, though. I realize I haven't tried playing with acceleration/deceleration at all.

The way you're thinking is right, you can always go back and tweak things, but if you don't have a good enough foundation then it is going to be a lot more work to do adding major changes. For example, the animation that I made changes to had 15 frames from start, I had to extend it to 45 in order to get enough space to work with.

As long as you don't fill in the color manually any way is fine. I personally keep the color on the same layer and make more frames on the timeline if I want more colors. Or if I want to change color with code I convert the colored area in to a symbol and give it an instance name. If I want shading with that then I just put transparent black and white on a layer on top of the color symbol.

What I should have explained in the last post is also that without the three different things I explain, you won't feel any weight.

The way he moves, slows down and accelerates gives us a sense that he is heavy, which he should be. Especially if you look at how long time it takes for him to get up again. A small detail to look at is how the cock interacts with her, before it goes in it is actually pressed together, however you don't really notice it too well. But when it goes out it brings her with it when the tip gets stuck. That's a small detail that makes it a bit more interesting. It also is a detail that shows that the penis really goes inside her and not behind her.

HartistaPipebomb Wrote:The game I have in mind is a lot like Harvest Moon

To me it's more like "Monster Rancher" (a game that I love back on PS1)... but instead of fighting, this game is all about fucking by the looks on your ideas. Which, it really attracts me... so I'm hoping to see it to get completed anytime soon.

Absolutely love it! You might want to consider thinking about some "shared" animations now, or else your work is going to grow exponentially with each creature you add to the pile. If you want unsolicited advice, design a few body type categories that can share animations without looking broken to cut down on the sheer number of animations you will have to do to maintain a 1:1 ratio (or more) for each creature. And wtf no harpy on harpy action? Haha.... seriously tho great stuff!

So far, so good. I think you made a good choice switching to this project. Animations are great and the game seems to have more depth than just walking around getting fucked. I expect much entertainment and challenge in the next uploads!! Just make sure to keep consistent and try to do just a little every day. Too many times have my aspirations exceeded my abilities. Baby steps. But you good, man. You good. And with that, I'm off. EXCELSIORRR!!!

Now this sounds amazing in my ears, and I rarely tend to say that, honestly. I've always been a great fan of those kinda simulation games, so adding some H-content in would be pretty damn amazing. I'm curious for any updates on this topic, I'm hoping you manage to turn this into a little masterpiece. Just take your time and if you ever need any help creating a plotline or any otherr sort of text, I'm pretty much always available.

Gorepete Wrote:Absolutely love it! You might want to consider thinking about some "shared" animations now, or else your work is going to grow exponentially with each creature you add to the pile. If you want unsolicited advice, design a few body type categories that can share animations without looking broken to cut down on the sheer number of animations you will have to do to maintain a 1:1 ratio (or more) for each creature. And wtf no harpy on harpy action? Haha.... seriously tho great stuff!

Thanks!

And yeah, I realized very quickly that I'd be looking at exponential growth (technically factorial growth) for each new monster I add. I'm actually working on making things more "modular" (you may notice that a lot of the body-parts are shared between different monsters for different animations, and that the timing for most of the animations are consistent). I'm also planning on not having any male-on-male animations (at least initially, maybe later if people really want it) so that will cut down on the cost of adding new male monsters.